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https://github.com/TorqueGameEngines/Torque3D.git
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DeferredBumpFeat order of operations corrections
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parent
098fa19abb
commit
ea29f5203d
2 changed files with 24 additions and 26 deletions
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@ -225,23 +225,22 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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// We need the view to tangent space transform in the pixel shader.
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// We need the view to tangent space transform in the pixel shader.
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getOutViewToTangent(componentList, meta, fd);
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getOutViewToTangent(componentList, meta, fd);
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const bool useTexAnim = fd.features[MFT_TexAnim];
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// Make sure there are texcoords
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// Make sure there are texcoords
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if (!fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
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if (!fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
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{
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{
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const bool useTexAnim = fd.features[MFT_TexAnim];
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getOutTexCoord("texCoord",
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getOutTexCoord("texCoord",
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"vec2",
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"float2",
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true,
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true,
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useTexAnim,
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useTexAnim,
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meta,
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meta,
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componentList);
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componentList);
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}
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if (fd.features.hasFeature(MFT_DetailNormalMap))
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if (fd.features.hasFeature(MFT_DetailNormalMap))
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addOutDetailTexCoord(componentList,
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addOutDetailTexCoord(componentList,
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meta,
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meta,
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useTexAnim);
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useTexAnim);
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}
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output = meta;
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output = meta;
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}
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}
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@ -225,10 +225,10 @@ void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentLis
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// We need the view to tangent space transform in the pixel shader.
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// We need the view to tangent space transform in the pixel shader.
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getOutViewToTangent( componentList, meta, fd );
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getOutViewToTangent( componentList, meta, fd );
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const bool useTexAnim = fd.features[MFT_TexAnim];
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// Make sure there are texcoords
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// Make sure there are texcoords
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if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
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if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
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{
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{
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const bool useTexAnim = fd.features[MFT_TexAnim];
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getOutTexCoord( "texCoord",
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getOutTexCoord( "texCoord",
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"float2",
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"float2",
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@ -236,12 +236,11 @@ void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentLis
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useTexAnim,
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useTexAnim,
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meta,
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meta,
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componentList );
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componentList );
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}
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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addOutDetailTexCoord( componentList,
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addOutDetailTexCoord( componentList,
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meta,
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meta,
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useTexAnim );
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useTexAnim );
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}
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output = meta;
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output = meta;
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}
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}
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